Add GroupTask to TGO for map filtering

Resolves #21
This commit is contained in:
Raffson 2023-09-03 23:21:51 +02:00
parent b7bc9efb52
commit a8a37fa3e7
No known key found for this signature in database
GPG Key ID: B0402B2C9B764D99
12 changed files with 134 additions and 21 deletions

View File

@ -426,6 +426,7 @@ export type Tgo = {
detection_ranges: number[];
dead: boolean;
sidc: string;
task?: string[];
};
export type SupplyRoute = {
id: string;

View File

@ -57,6 +57,7 @@ describe("AirDefenseRangeLayer", () => {
detection_ranges: [20],
dead: false,
sidc: "",
task: [],
},
},
},
@ -86,6 +87,7 @@ describe("AirDefenseRangeLayer", () => {
detection_ranges: [20],
dead: false,
sidc: "",
task: [],
},
},
},
@ -125,6 +127,7 @@ describe("AirDefenseRangeLayer", () => {
detection_ranges: [20],
dead: false,
sidc: "",
task: [],
},
},
},

View File

@ -53,6 +53,18 @@ export default function LiberationMap() {
<LayersControl.Overlay name="Air defenses" checked>
<TgosLayer categories={["aa"]} />
</LayersControl.Overlay>
<LayersControl.Overlay name="LORAD" >
<TgosLayer categories={["aa"]} task={"LORAD"} />
</LayersControl.Overlay>
<LayersControl.Overlay name="MERAD" >
<TgosLayer categories={["aa"]} task={"MERAD"} />
</LayersControl.Overlay>
<LayersControl.Overlay name="SHORAD" >
<TgosLayer categories={["aa"]} task={"SHORAD"} />
</LayersControl.Overlay>
<LayersControl.Overlay name="AAA" >
<TgosLayer categories={["aa"]} task={"AAA"} />
</LayersControl.Overlay>
<LayersControl.Overlay name="Factories" checked>
<TgosLayer categories={["factory"]} />
</LayersControl.Overlay>

View File

@ -6,14 +6,21 @@ import { LayerGroup } from "react-leaflet";
interface TgosLayerProps {
categories?: string[];
exclude?: true;
task?: string;
}
export default function TgosLayer(props: TgosLayerProps) {
const allTgos = Object.values(useAppSelector(selectTgos).tgos);
const categoryFilter = props.categories ?? [];
const taskFilter = props.task ?? "";
const tgos = allTgos.filter(
(tgo) => categoryFilter.includes(tgo.category) === !(props.exclude ?? false)
);
(tgo) => {
if (taskFilter && tgo.task){
return taskFilter === tgo.task[0]
}
return categoryFilter.includes(tgo.category) === !(props.exclude ?? false)
}
);
return (
<LayerGroup>
{tgos.map((tgo) => {

View File

@ -191,11 +191,12 @@ class ForceGroup:
location: PresetLocation,
control_point: ControlPoint,
game: Game,
task: Optional[GroupTask],
) -> TheaterGroundObject:
"""Create a random TheaterGroundObject from the available templates"""
layout = random.choice(self.layouts)
return self.create_ground_object_for_layout(
layout, name, location, control_point, game
layout, name, location, control_point, game, task
)
def create_ground_object_for_layout(
@ -205,9 +206,10 @@ class ForceGroup:
location: PresetLocation,
control_point: ControlPoint,
game: Game,
task: Optional[GroupTask],
) -> TheaterGroundObject:
"""Create a TheaterGroundObject for the given template"""
go = layout.create_ground_object(name, location, control_point)
go = layout.create_ground_object(name, location, control_point, task)
# Generate all groups using the randomization if it defined
for tgo_group in layout.groups:
for unit_group in tgo_group.unit_groups:

View File

@ -220,6 +220,7 @@ class TgoLayout:
name: str,
location: PresetLocation,
control_point: ControlPoint,
task: Optional[GroupTask],
) -> TheaterGroundObject:
"""Create the TheaterGroundObject for the TgoLayout
@ -240,11 +241,12 @@ class AntiAirLayout(TgoLayout):
name: str,
location: PresetLocation,
control_point: ControlPoint,
task: Optional[GroupTask],
) -> IadsGroundObject:
if GroupTask.EARLY_WARNING_RADAR in self.tasks:
return EwrGroundObject(name, location, control_point)
elif any(tasking in self.tasks for tasking in GroupRole.AIR_DEFENSE.tasks):
return SamGroundObject(name, location, control_point)
return SamGroundObject(name, location, control_point, task)
raise RuntimeError(
f" No Template for AntiAir tasking ({', '.join(task.description for task in self.tasks)})"
)
@ -256,6 +258,7 @@ class BuildingLayout(TgoLayout):
name: str,
location: PresetLocation,
control_point: ControlPoint,
task: Optional[GroupTask],
) -> BuildingGroundObject:
iads_role = IadsRole.for_category(self.category)
tgo_type = (
@ -266,6 +269,7 @@ class BuildingLayout(TgoLayout):
self.category,
location,
control_point,
task,
self.category == "fob",
)
@ -283,6 +287,7 @@ class NavalLayout(TgoLayout):
name: str,
location: PresetLocation,
control_point: ControlPoint,
task: Optional[GroupTask],
) -> TheaterGroundObject:
if GroupTask.NAVY in self.tasks:
return ShipGroundObject(name, location, control_point)
@ -299,6 +304,7 @@ class DefensesLayout(TgoLayout):
name: str,
location: PresetLocation,
control_point: ControlPoint,
task: Optional[GroupTask],
) -> TheaterGroundObject:
if GroupTask.MISSILE in self.tasks:
return MissileSiteGroundObject(name, location, control_point)
@ -313,5 +319,6 @@ class GroundForceLayout(TgoLayout):
name: str,
location: PresetLocation,
control_point: ControlPoint,
task: Optional[GroupTask],
) -> TheaterGroundObject:
return VehicleGroupGroundObject(name, location, control_point)
return VehicleGroupGroundObject(name, location, control_point, task)

View File

@ -36,6 +36,7 @@ class Migrator:
self._update_squadrons()
self._release_untasked_flights()
self._update_weather()
self._update_tgos()
def _update_doctrine(self) -> None:
doctrines = [
@ -197,3 +198,7 @@ class Migrator:
midnight_turbulence_per_10cm=0.4,
weather_type_chances=sc.weather_type_chances,
)
def _update_tgos(self) -> None:
for go in self.game.theater.ground_objects:
go.task = None # TODO: attempt to deduce tasking?

View File

@ -1,10 +1,11 @@
from __future__ import annotations
from typing import Iterable, List, TYPE_CHECKING
from typing import Iterable, List, TYPE_CHECKING, Optional
from dcs.mapping import Polygon
from dcs.triggers import TriggerZone, TriggerZoneCircular, TriggerZoneQuadPoint
from game.data.groups import GroupTask
from game.theater.theatergroundobject import NAME_BY_CATEGORY
if TYPE_CHECKING:
@ -88,6 +89,38 @@ class SceneryGroup:
return scenery_groups
@staticmethod
def group_task_for_scenery_group_category(category: str) -> Optional[GroupTask]:
if category == "allycamp":
return GroupTask.ALLY_CAMP
elif category == "ammo":
return GroupTask.AMMO
elif category == "commandcenter":
return GroupTask.COMMAND_CENTER
elif category == "comms":
return GroupTask.COMMS
elif category == "derrick":
return GroupTask.DERRICK
elif category == "factory":
return GroupTask.FACTORY
elif category == "farp":
return GroupTask.FARP
elif category == "fob":
return GroupTask.FOB
elif category == "fuel":
return GroupTask.FUEL
elif category == "oil":
return GroupTask.OIL
elif category == "power":
return GroupTask.POWER
elif category == "village":
return GroupTask.VILLAGE
elif category == "ware":
return GroupTask.WARE
elif category == "ww2bunker":
return GroupTask.WW2_BUNKER
return None
@staticmethod
def is_blue(zone: TriggerZone) -> bool:
# Blue in RGB is [0 Red], [0 Green], [1 Blue]. Ignore the fourth position: Transparency.

View File

@ -1,10 +1,11 @@
from __future__ import annotations
from typing import TYPE_CHECKING
from typing import TYPE_CHECKING, Optional
from uuid import UUID
from pydantic import BaseModel
from game.data.groups import GroupTask
from game.server.leaflet import LeafletPoint
if TYPE_CHECKING:
@ -24,6 +25,7 @@ class TgoJs(BaseModel):
detection_ranges: list[float] # TODO: Event stream
dead: bool # TODO: Event stream
sidc: str # TODO: Event stream
task: Optional[GroupTask]
class Config:
title = "Tgo"
@ -44,6 +46,7 @@ class TgoJs(BaseModel):
detection_ranges=detection_ranges,
dead=tgo.is_dead,
sidc=str(tgo.sidc()),
task=tgo.groups[0].ground_object.task,
)
@staticmethod

View File

@ -177,13 +177,17 @@ class ControlPointGroundObjectGenerator:
return True
def generate_ground_object_from_group(
self, unit_group: ForceGroup, location: PresetLocation
self,
unit_group: ForceGroup,
location: PresetLocation,
task: Optional[GroupTask] = None,
) -> None:
ground_object = unit_group.generate(
namegen.random_objective_name(),
location,
self.control_point,
self.game,
task,
)
self.control_point.connected_objectives.append(ground_object)
@ -199,7 +203,7 @@ class ControlPointGroundObjectGenerator:
if not unit_group:
logging.warning(f"{self.faction_name} has no ForceGroup for Navy")
return
self.generate_ground_object_from_group(unit_group, position)
self.generate_ground_object_from_group(unit_group, position, GroupTask.NAVY)
class NoOpGroundObjectGenerator(ControlPointGroundObjectGenerator):
@ -241,6 +245,7 @@ class CarrierGroundObjectGenerator(GenericCarrierGroundObjectGenerator):
self.control_point.position,
self.control_point.heading,
),
GroupTask.AIRCRAFT_CARRIER,
)
self.update_carrier_name(random.choice(list(carrier_names)))
return True
@ -272,6 +277,7 @@ class LhaGroundObjectGenerator(GenericCarrierGroundObjectGenerator):
self.control_point.position,
self.control_point.heading,
),
GroupTask.HELICOPTER_CARRIER,
)
self.update_carrier_name(random.choice(list(lha_names)))
return True
@ -340,7 +346,9 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
if not unit_group:
logging.error(f"{self.faction_name} has no ForceGroup for Armor")
return
self.generate_ground_object_from_group(unit_group, position)
self.generate_ground_object_from_group(
unit_group, position, GroupTask.BASE_DEFENSE
)
def generate_aa(self) -> None:
presets = self.control_point.preset_locations
@ -365,7 +373,9 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
if not unit_group:
logging.error(f"{self.faction_name} has no ForceGroup for EWR")
return
self.generate_ground_object_from_group(unit_group, position)
self.generate_ground_object_from_group(
unit_group, position, GroupTask.EARLY_WARNING_RADAR
)
def generate_building_at(
self,
@ -378,7 +388,7 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
raise RuntimeError(
f"{self.faction_name} has no access to Building {group_task.description}"
)
self.generate_ground_object_from_group(unit_group, location)
self.generate_ground_object_from_group(unit_group, location, group_task)
def generate_ammunition_depots(self) -> None:
for position in self.control_point.preset_locations.ammunition_depots:
@ -394,7 +404,7 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
if unit_group:
# Only take next (smaller) aa_range when no template available for the
# most requested range. Otherwise break the loop and continue
self.generate_ground_object_from_group(unit_group, location)
self.generate_ground_object_from_group(unit_group, location, task)
return
logging.error(
@ -430,6 +440,7 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
scenery.category,
PresetLocation(scenery.zone_def.name, scenery.position),
self.control_point,
SceneryGroup.group_task_for_scenery_group_category(scenery.category),
)
ground_group = TheaterGroup(
self.game.next_group_id(),
@ -464,7 +475,9 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
if not unit_group:
logging.warning(f"{self.faction_name} has no ForceGroup for Missile")
return
self.generate_ground_object_from_group(unit_group, position)
self.generate_ground_object_from_group(
unit_group, position, GroupTask.MISSILE
)
def generate_coastal_sites(self) -> None:
for position in self.control_point.preset_locations.coastal_defenses:
@ -472,7 +485,9 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
if not unit_group:
logging.warning(f"{self.faction_name} has no ForceGroup for Coastal")
return
self.generate_ground_object_from_group(unit_group, position)
self.generate_ground_object_from_group(
unit_group, position, GroupTask.COASTAL
)
def generate_strike_targets(self) -> None:
for position in self.control_point.preset_locations.strike_locations:

View File

@ -21,6 +21,7 @@ from game.sidc import (
)
from game.theater.presetlocation import PresetLocation
from .missiontarget import MissionTarget
from ..data.groups import GroupTask
from ..utils import Distance, Heading, meters
if TYPE_CHECKING:
@ -62,6 +63,7 @@ class TheaterGroundObject(MissionTarget, SidcDescribable, ABC):
location: PresetLocation,
control_point: ControlPoint,
sea_object: bool,
task: Optional[GroupTask],
) -> None:
super().__init__(name, location)
self.id = uuid.uuid4()
@ -72,6 +74,7 @@ class TheaterGroundObject(MissionTarget, SidcDescribable, ABC):
self.groups: List[TheaterGroup] = []
self.original_name = location.original_name
self._threat_poly: ThreatPoly | None = None
self.task = task
def __getstate__(self) -> dict[str, Any]:
state = self.__dict__.copy()
@ -286,6 +289,7 @@ class BuildingGroundObject(TheaterGroundObject):
category: str,
location: PresetLocation,
control_point: ControlPoint,
task: Optional[GroupTask],
is_fob_structure: bool = False,
) -> None:
super().__init__(
@ -294,6 +298,7 @@ class BuildingGroundObject(TheaterGroundObject):
location=location,
control_point=control_point,
sea_object=False,
task=task,
)
self.is_fob_structure = is_fob_structure
@ -389,6 +394,7 @@ class CarrierGroundObject(GenericCarrierGroundObject):
location=location,
control_point=control_point,
sea_object=True,
task=GroupTask.AIRCRAFT_CARRIER,
)
@property
@ -410,6 +416,7 @@ class LhaGroundObject(GenericCarrierGroundObject):
location=location,
control_point=control_point,
sea_object=True,
task=GroupTask.HELICOPTER_CARRIER,
)
@property
@ -430,6 +437,7 @@ class MissileSiteGroundObject(TheaterGroundObject):
location=location,
control_point=control_point,
sea_object=False,
task=GroupTask.MISSILE,
)
@property
@ -470,6 +478,7 @@ class CoastalSiteGroundObject(TheaterGroundObject):
location=location,
control_point=control_point,
sea_object=False,
task=GroupTask.COASTAL,
)
@property
@ -503,6 +512,7 @@ class IadsGroundObject(TheaterGroundObject, ABC):
name: str,
location: PresetLocation,
control_point: ControlPoint,
task: Optional[GroupTask],
category: str = "aa",
) -> None:
super().__init__(
@ -511,6 +521,7 @@ class IadsGroundObject(TheaterGroundObject, ABC):
location=location,
control_point=control_point,
sea_object=False,
task=task,
)
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
@ -538,12 +549,14 @@ class SamGroundObject(IadsGroundObject):
name: str,
location: PresetLocation,
control_point: ControlPoint,
task: Optional[GroupTask],
) -> None:
super().__init__(
name=name,
category="aa",
location=location,
control_point=control_point,
task=task,
)
@property
@ -589,6 +602,7 @@ class VehicleGroupGroundObject(TheaterGroundObject):
name: str,
location: PresetLocation,
control_point: ControlPoint,
task: Optional[GroupTask],
) -> None:
super().__init__(
name=name,
@ -596,6 +610,7 @@ class VehicleGroupGroundObject(TheaterGroundObject):
location=location,
control_point=control_point,
sea_object=False,
task=task,
)
@property
@ -637,6 +652,7 @@ class EwrGroundObject(IadsGroundObject):
location=location,
control_point=control_point,
category="ewr",
task=GroupTask.EARLY_WARNING_RADAR,
)
@property
@ -662,6 +678,7 @@ class ShipGroundObject(NavalGroundObject):
location=location,
control_point=control_point,
sea_object=True,
task=GroupTask.NAVY,
)
@property

View File

@ -1,8 +1,10 @@
import pytest
from typing import Any
import pytest
from dcs.mapping import Point
from game.ato.flighttype import FlightType
from game.theater.controlpoint import OffMapSpawn
from game.theater.presetlocation import PresetLocation
from game.theater.theatergroundobject import (
BuildingGroundObject,
@ -16,7 +18,6 @@ from game.theater.theatergroundobject import (
ShipGroundObject,
IadsBuildingGroundObject,
)
from game.theater.controlpoint import OffMapSpawn
from game.utils import Heading
@ -49,20 +50,22 @@ def test_mission_types_friendly(mocker: Any) -> None:
EwrGroundObject,
ShipGroundObject,
]:
ground_object = ground_object_type( # type: ignore
ground_object = ground_object_type(
name="test",
location=dummy_location,
control_point=dummy_control_point,
task=None,
)
mission_types = list(ground_object.mission_types(for_player=True))
assert mission_types == [FlightType.BARCAP]
for ground_object_type in [BuildingGroundObject, IadsBuildingGroundObject]: # type: ignore
ground_object = ground_object_type( # type: ignore
for ground_object_type in [BuildingGroundObject, IadsBuildingGroundObject]:
ground_object = ground_object_type(
name="test",
category="ammo",
location=dummy_location,
control_point=dummy_control_point,
task=None,
)
mission_types = list(ground_object.mission_types(for_player=True))
assert mission_types == [FlightType.BARCAP]
@ -94,6 +97,7 @@ def test_mission_types_enemy(mocker: Any) -> None:
category="ammo",
location=dummy_location,
control_point=dummy_control_point,
task=None,
)
mission_types = list(building.mission_types(for_player=False))
assert len(mission_types) == 6
@ -109,6 +113,7 @@ def test_mission_types_enemy(mocker: Any) -> None:
category="ammo",
location=dummy_location,
control_point=dummy_control_point,
task=None,
)
mission_types = list(iads_building.mission_types(for_player=False))
assert len(mission_types) == 7
@ -129,6 +134,7 @@ def test_mission_types_enemy(mocker: Any) -> None:
name="test",
location=dummy_location,
control_point=dummy_control_point,
task=None,
)
mission_types = list(ground_object.mission_types(for_player=False))
assert len(mission_types) == 7
@ -144,6 +150,7 @@ def test_mission_types_enemy(mocker: Any) -> None:
name="test",
location=dummy_location,
control_point=dummy_control_point,
task=None,
)
mission_types = list(sam.mission_types(for_player=False))
assert len(mission_types) == 8
@ -194,6 +201,7 @@ def test_mission_types_enemy(mocker: Any) -> None:
name="test",
location=dummy_location,
control_point=dummy_control_point,
task=None,
)
mission_types = list(vehicles.mission_types(for_player=False))
assert len(mission_types) == 7